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#1 Nuevas spells :D el Vie Oct 11, 2013 9:10 am

Hola de Nuevo ya que ahora en las madrugadas tengo Tiempo Libre y ahora con lo de mi regreso empece a crear tantas cosas que estoy empezando a quedarme loco y me pregunto por que rayos No posteo cosas en el Foro ._. D: Pero Bueno en fin aqui les dejo unas spells (3)




abreme We:
Exevo Elements Hur
esto va en ot/data/spells/scripts/ ase un archivo llamado Elements Hur.lua i lo pegan hay


-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 3, 0, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
  return (500)*-1,(3500)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_FIRE,1,4,0,4,-2,5,-1,5,0,5,1,5,2,5,-3,5,-2,4,-1,3,2,4,1,3,0,2,0,1,-1,4,0,3,3,5}

-- Areas/Combat for 100ms
local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 3, 0, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (500)*-1,(1500)*-1
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_SUDDENDEATH,0,1,0,2,0,3,1,3,-1,3,-1,4,-2,4,-3,5,-2,5,-1,5,0,5,1,5,2,5,3,5,2,4,1,4,0,4}

-- Areas/Combat for 200ms
local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 3, 0, 0, 0}}))
function getDmg_Brush_3(cid, level, maglevel)
  return (600)*-1,(2000)*-1
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_ENERGY,0,1,0,2,0,3,1,3,-1,3,-1,4,-1,5,0,5,1,5,1,4,0,4,2,4,2,5,3,5,-2,5,-3,5,-2,4}

-- Areas/Combat for 300ms
local combat3_Brush_4 = createCombatObject()
setCombatParam(combat3_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatParam(combat3_Brush_4, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat3_Brush_4,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 3, 0, 0, 0}}))
function getDmg_Brush_4(cid, level, maglevel)
  return (700)*-1,(2600)*-1
end
setCombatCallback(combat3_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4")
local dfcombat3_Brush_4 = {CONST_ANI_HOLY,0,1,0,2,0,3,0,4,0,5,1,5,2,5,3,5,2,4,1,4,1,3,-1,3,-1,4,-1,5,-2,5,-2,4,-3,5}

-- Areas/Combat for 400ms
local combat4_Brush_5 = createCombatObject()
setCombatParam(combat4_Brush_5, COMBAT_PARAM_EFFECT, CONST_ME_ICETORNADO)
setCombatParam(combat4_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat4_Brush_5,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 3, 0, 0, 0}}))
function getDmg_Brush_5(cid, level, maglevel)
  return (450)*-1,(1450)*-1
end
setCombatCallback(combat4_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5")
local dfcombat4_Brush_5 = {CONST_ANI_ICE,0,1,0,2,0,3,0,4,0,5,1,5,2,5,3,5,2,4,1,4,1,3,-1,5,-2,5,-3,5,-2,4,-1,4,-1,3}

-- Areas/Combat for 500ms
local combat5_Brush_6 = createCombatObject()
setCombatParam(combat5_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_POISONAREA)
setCombatParam(combat5_Brush_6, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatArea(combat5_Brush_6,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 3, 0, 0, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
  return (700)*-1,(3800)*-1
end
setCombatCallback(combat5_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")
local dfcombat5_Brush_6 = {CONST_ANI_POISON,0,1,0,2,0,3,0,4,0,5,1,5,2,5,3,5,2,4,1,4,1,3,-1,3,-1,4,-1,5,-2,5,-3,5,-2,4}

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos,startDir) -- Part
  if (isCreature(cid)) then
     doCombat(cid, c, var)
     if (dirList ~= nil) then -- Emit distance effects
        local i = 2;
        while (i < #dirList) do
           if (startDir == 0) then -- N
              doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
           elseif (startDir == 2) then -- S
              doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i],y=dirEmitPos.y+dirList[i+1],z=dirEmitPos.z},dirList[1])
           elseif (startDir == 1) then -- E
              doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i+1],y=dirEmitPos.y+dirList[i],z=dirEmitPos.z},dirList[1])
           else -- W / Something weird happened
              doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i+1],y=dirEmitPos.y-dirList[i],z=dirEmitPos.z},dirList[1])
           end
           i = i + 2
        end      
     end
  end
end

function onCastSpell(cid, var)
  local startPos = getCreaturePosition(cid)
  local startDir = getCreatureLookDirection(cid)
  RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos,startDir)
  addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos,startDir)
  addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos,startDir)
  addEvent(RunPart,300,combat3_Brush_4,cid,var,dfcombat3_Brush_4,startPos,startDir)
  addEvent(RunPart,400,combat4_Brush_5,cid,var,dfcombat4_Brush_5,startPos,startDir)
  addEvent(RunPart,500,combat5_Brush_6,cid,var,dfcombat5_Brush_6,startPos,startDir)
  return true
end



y esto va en ot/data/spells/spells.xml





 
 
 
 





Prision Bomb. van a ot/data/spells/scripts y crean un archivo llamado Prision Walker.lua




-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 2, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (1)*-1,(3400)*-1
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (1)*-1,(3400)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (1)*-1,(3400)*-1
end
setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{1, 0, 0, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 0, 0, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (1)*-1,(3400)*-1
end
setCombatCallback(combat3_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush,createCombatArea({{1, 0, 1},
{0, 2, 0},
{1, 0, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (1)*-1,(3400)*-1
end
setCombatCallback(combat4_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

-- Areas/Combat for 500ms
local combat5_Brush_2 = createCombatObject()
setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat5_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (1)*-1,(7000)*-1
end
setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

-- Areas/Combat for 600ms
local combat6_Brush_2 = createCombatObject()
setCombatParam(combat6_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat6_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (1)*-1,(7000)*-1
end
setCombatCallback(combat6_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

-- Areas/Combat for 700ms
local combat7_Brush_2 = createCombatObject()
setCombatParam(combat7_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat7_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat7_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1},
{0, 0, 1, 0, 1, 1, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (1)*-1,(7000)*-1
end
setCombatCallback(combat7_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

-- Areas/Combat for 800ms
local combat8_Brush_2 = createCombatObject()
setCombatParam(combat8_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat8_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_Brush_2,createCombatArea({{1, 1, 1, 1, 1},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{1, 1, 1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (1)*-1,(7000)*-1
end
setCombatCallback(combat8_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

-- Areas/Combat for 900ms
local combat9_Brush_2 = createCombatObject()
setCombatParam(combat9_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat9_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat9_Brush_2,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (1)*-1,(7000)*-1
end
setCombatCallback(combat9_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

-- Areas/Combat for 1000ms
local combat10_Brush_3 = createCombatObject()
setCombatParam(combat10_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatParam(combat10_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatArea(combat10_Brush_3,createCombatArea({{3}}))
function getDmg_Brush_3(cid, level, maglevel)
  return (9999)*-1,(9999)*-1
end
setCombatCallback(combat10_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat10_Brush_3 = {CONST_ANI_HOLY,0,0}

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
  if (isCreature(cid)) then
     doCombat(cid, c, var)
     if (dirList ~= nil) then -- Emit distance effects
        local i = 2;
        while (i < #dirList) do
           doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
           i = i + 2
        end      
     end
  end
end

function onCastSpell(cid, var)
  local startPos = getCreaturePosition(cid)
  addEvent(RunPart,100,combat1_Brush,cid,var)
  RunPart(combat0_Brush,cid,var)
  addEvent(RunPart,200,combat2_Brush,cid,var)
  addEvent(RunPart,300,combat3_Brush,cid,var)
  addEvent(RunPart,400,combat4_Brush,cid,var)
  addEvent(RunPart,500,combat5_Brush_2,cid,var)
  addEvent(RunPart,600,combat6_Brush_2,cid,var)
  addEvent(RunPart,700,combat7_Brush_2,cid,var)
  addEvent(RunPart,800,combat8_Brush_2,cid,var)
  addEvent(RunPart,900,combat9_Brush_2,cid,var)
  addEvent(RunPart,1000,combat10_Brush_3,cid,var,dfcombat10_Brush_3,startPos)
  return true
end




Spells.xml





 
 




Time Dead
van a ot/data/spells/scripts/ crean un archivo llamado Time Death.lua




-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (99999999)*-1,(999999999)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_FIRE,5,5,4,5,3,5,2,5,1,5,0,5,-1,5,-2,5,-3,5,-4,5,-5,5,-5,4,-5,3,-5,2,-5,1,-5,0,-5,-1,-5,-2,-5,-3,-5,-4,-5,-5,-4,-5,-3,-5,-2,-5,-1,-5,0,-5,1,-5,2,-5,3,-5,4,-5,5,-5,5,-4,5,-3,5,-2,5,-1,5,0,5,1,5,2,5,3,5,4}

-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (99999999)*-1,(999999999)*-1
end
setCombatCallback(combat3_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat3_Brush = {CONST_ANI_FIRE,4,4,4,3,4,2,4,1,4,0,4,-1,4,-2,4,-3,4,-4,3,-4,2,-4,1,-4,0,-4,-1,-4,-2,-4,-3,-4,-4,-4,-4,-3,-4,-2,-4,-1,-4,0,-4,1,-4,2,-4,3,-4,4,-3,4,-2,4,-1,4,0,4,1,4,2,4,3,4}

-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (99999999)*-1,(999999999)*-1
end
setCombatCallback(combat6_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat6_Brush = {CONST_ANI_FIRE,3,3,3,2,3,1,3,0,3,-1,3,-2,2,-3,3,-3,1,-3,0,-3,-1,-3,-2,-3,-3,-3,-3,-2,-3,-1,-3,0,-3,1,-3,2,-3,3,-2,3,-1,3,0,3,1,3,2,3}

-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_Brush,createCombatArea({{1, 1, 1, 1, 1},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (99999999)*-1,(999999999)*-1
end
setCombatCallback(combat10_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat10_Brush = {CONST_ANI_FIRE,2,2,2,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-2,-2,-2,-2,-1,-2,0,-2,1,-2,2,-1,2,0,2,1,2}

-- Areas/Combat for 1400ms
local combat14_Brush = createCombatObject()
setCombatParam(combat14_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat14_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_Brush,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
  return (99999999)*-1,(999999999)*-1
end
setCombatCallback(combat14_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat14_Brush = {CONST_ANI_FIRE,1,1,1,0,1,-1,0,-1,-1,-1,0,1,-1,1,-1,0}

-- Areas/Combat for 2400ms
local combat24_Brush_2 = createCombatObject()
setCombatParam(combat24_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_PLANTATTACK)
setCombatParam(combat24_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat24_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
  return (10)*-1,(20)*-1
end
setCombatCallback(combat24_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
  if (isCreature(cid)) then
     doCombat(cid, c, var)
     if (dirList ~= nil) then -- Emit distance effects
        local i = 2;
        while (i < #dirList) do
           doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
           i = i + 2
        end      
     end
  end
end

function onCastSpell(cid, var)
  local startPos = getCreaturePosition(cid)
  RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
  addEvent(RunPart,300,combat3_Brush,cid,var,dfcombat3_Brush,startPos)
  addEvent(RunPart,600,combat6_Brush,cid,var,dfcombat6_Brush,startPos)
  addEvent(RunPart,1000,combat10_Brush,cid,var,dfcombat10_Brush,startPos)
  addEvent(RunPart,1400,combat14_Brush,cid,var,dfcombat14_Brush,startPos)
  addEvent(RunPart,2400,combat24_Brush_2,cid,var)
  return true
end




Y esto va en spells xml.





 
 
 
 
 
 
 
 




Perdonen pero si algo No anda Bien me Avisan Traigo Un poco de Sueño ZzZzZ Ya que empese a Modificar Mi Antiguo servidor para que quede mas chulo de lo que estaba :D




Si he hecho descubrimientos invaluables ha sido más por tener paciencia que cualquier otro talento. Isaac Newton


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#2 Re: Nuevas spells :D el Vie Oct 11, 2013 2:30 pm

Arkham



Moderador
Por favor pon los scripts con Codes.

Los codes se ponen así:
Código:
 [code] SCRIPT [/code]
Y así se ve mejor :)

Tal como hiciste en este Thread:
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:)

Saludos ^^

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#3 Re: Nuevas spells :D el Vie Oct 11, 2013 5:01 pm

Hahaha si lo se pero Tenia sueño we D: Lo postie como a alas 6 am No avía dormido Nada :( andaba todo Pendejo hahaha! Lugo lo compongo por quer ahora ire a Jugar black Ops




Si he hecho descubrimientos invaluables ha sido más por tener paciencia que cualquier otro talento. Isaac Newton


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Ver perfil de usuario http://darkorbitfanart.foroactivo.mx/

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